Caffeinated alien Deadlands: Characters

Hindrances

Skills

Background Edges

EdgeRequiresSummary
AlertnessNovice+2 to Notice rolls.
AmbidextrousNovice, Agility d8Ignore –2 penalty when making Trait rolls with off-hand.
Arcane (Blessed)Novice, Spirit d6, Faith d4Allows Blessed abilities.
Arcane (Chi Master)Novice, Agility d6, Spirit d6, Martial Artist, F d4Allows Chi Master abilities.
Arcane (Huckster)Novice, Gambling d6, Spellcasting d4Allows Huckster abilities.
Arcane (Mad Scientist)Novice, Smarts d8, Science d6, Weird Science d4Allows Mad Scientist abilities.
Arcane (Shaman)Novice, Spirit d8, Faith d4Allows Shaman abilities.
Arcane (Voodooist)Novice, Spirit d8, Faith d4Allowd Voodooist abilities.
Arcane (Witch)Novice, Spirit d8, Spellcasting d4Allows Witch abilities.
Arcane ResistanceNovice, Spirit d8Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
Improved Arcane ResistanceNovice, Arcane ResistanceAs Arcane Resistance except penalty is increased to −4 and magical damage is reduced by 4.
AristocratNovice+2 to Common Knowledge and networking with upper class.
AttractiveNovice, Vigor d6+1 to Performance and Persuasion rolls.
Very AttractiveNovice, Attractive+2 to Performance and Persuasion rolls.
BerserkNoviceAfter being Shaken or Wounded, melee attacks must be Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Take Fatigue after every five consecutive rounds, may choose to end rage with Smarts roll –2.
BraveNovice, Spirit d6+2 to Fear checks and –2 to rolls on the Fear Table.
BrawnyNovice, Strength d6, Vigor d6Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
BruteNovice, Strength d6, Vigor d6Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
CharismaticNovice, Spirit d8Free reroll when using Persuasion.
ElanNovice, Spirit d8+2 when spending a Benny to reroll a Trait roll.
FameNovice+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.
FamousSeasoned, Fame+2 Persuasion when recognized, 5 × or more usual fee for Performance.
Fast HealerNovice, Vigor d8+2 Vigor when rolling for natural healing; check every 3 days.
Fleet-FootedNovice, Agility d6Pace +2, increase running die one step.
Gallows HumorNovice, Taunt d6Use Taunt skill instead of Spirit when making Fear check. +1 Support with raise.
LinguistNovice, Smarts d6Character has d6 in languages equal to half her Smarts die.
LuckNovice+1 Benny at the start of each session.
Great LuckNovice, Luck+2 Bennies at the start of each session.
QuickNovice, Agility d8The hero may discard and redraw Action Cards of 5 or lower.
RichNoviceCharacter starts with three times the starting funds and a $150K annual salary.
Filthy RichNovice, RichFive times starting funds and $500K average salary.
Veteran o’ the Weird WestWild Card, Novice, Spirit d6, Occult d6Begin Seasoned. Draw a card, GM will disclose your bad luck.

Combat Edges

EdgeRequiresSummary
BlockSeasoned, Fighting d8+1 Parry, ignore 1 point of Gang Up bonus.
Improved BlockVeteran, Block+2 Parry, ignore 2 points of Gang Up bonus.
BrawlerNovice, Strength d8, Vigor d8Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
BruiserSeasoned, BrawlerIncrease unarmed Strength damage a die type and Toughness another +1.
CalculatingNovice, Smarts d8Ignore up to 2 points of penalties on one action with an Action Card of Five or less.
Combat ReflexesSeasoned+2 Spirit to recover from being Shaken or Stunned.
CounterattackSeasoned, Fighting d8Free attack against one foe per turn who failed a Fighting roll.
Improved CounterattackVigor, CounterattackAs Counterattack, but against three failed attacks per turn.
Dead ShotWild Card, Novice, AthleticsOn first successful Athletics (throwing) or Shooting roll, or Shooting d8 double damage when dealt a Joker.
DodgeSeasoned, Agility d8−2 to be hit by ranged attacks.
Improved DodgeSeasoned, Dodge+2 to Evasion totals.
Don’t Get ‘im Riled!NoviceAdd Would level to melee damage.
Double TapSeasoned, Shooting d6+1 to hit and damage when firing no more than RoF 1 per action.
DuelistNovice, Shooting d6In a duel, receive two extra Hole Cards.
ExtractionNovice, Agility d8One adjacent foe doesn’t get a free attack when you withdraw from close combat.
Improved ExtractionSeasoned, ExtractionThree adjacent foes don’t get free attacks when you withdraw from combat.
Fan the HammerSeasoned, Agility d8, Shooting d8Shoot up to six shots an action, at -4 penalty. Chance of a hitting an Innocent Bystander.
Improved Fan the HammerHeroic, Agility d10, Fan the Hammer, Shooting d10As Fan the Hammer, but each shot penalty is at -2.
FeintNovice, Fighting d8You may choose to make foe resist with Smarts instead of Agility during a Fighting Test.
First StrikeNovice, Agility d8Free Fighting attack once per round when foe moves within Reach.
Improved First StrikeHeroic, First StrikeFree Fighting attack against up to three foes when they move within Reach.
Free RunnerNovice, Agility d8Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
FrenzySeasoned, Fighting d8Roll a second Fighting die with one melee attack per turn.
Improved FrenzyVeteran, FrenzyRoll a second Fighting die with up to two melee attacks per turn.
Giant KillerVeteran+1d6 damage vs. creatures three Sizes larger or more.
Hard to KillNovice, Spirit d8Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
Harder to KillVeteran, Hard to KillRoll a die if the character perishes. On an even roll he’s Incapacitated but survives somehow.
Improvisational FighterSeasoned, Smarts d6Ignore –2 penalty when attacking with improvised weapons.
Iron JawNovice, Vigor d8+2 to Soak and Vigor rolls to avoid Knockout Blows.
Killer InstinctSeasonedThe hero gets a free reroll in any opposed Test he initiates.
Level HeadedSeasoned, Smarts d8Draw an additional Action Card each round in combat and choose which one to use.
Improved Level HeadedSeasoned, Level HeadedDraw two additional Action Cards each round in combat and Headed choose which one to use.
MarksmanSeasoned, Athletics or Shooting d8Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
Martial ArtistNovice, Fighting d6Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
Martial WarriorSeasoned, Martial ArtistUnarmed Fighting +2, increase damage die type a step.
Mighty BlowWild Card, Novice, Fighting d8On first successful Fighting roll, double damage when dealt a Joker.
Nerves of SteelNovice, Vigor d8Ignore one level of Wound penalties.
Improved Nerves of SteelNovice, Nerves of SteelIgnore up to two levels of Wound penalties.
No MercySeasoned+2 damage when spending a Benny to reroll damage.
Quick DrawNovice, Agility d8Draw two cards when spending a Benny at start of a round. Add +2 to Athletics rolls when interrupting others.
Rapid FireSeasoned, Shooting d6Increase RoF by 1 for one Shooting attack per turn.
Improved Rapid FireVeteran, Rapid FireIncrease RoF by 1 for up to two Shooting attacks per turn.
Rock and Roll!Seasoned, Shooting d8Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move.
Steady HandsNovice, Agility d8Ignore Unstable Platform penalty; reduce running penalty to –1.
SweepNovice, Strength d8, Fighting d8Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn.
Improved SweepVeteran, SweepAs above, but ignore the –2 penalty.
Trademark WeaponNovice, d8 in related skill+1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
Imp. Trademark WeaponSeasoned, Trademark WeaponThe attack and Parry bonus increases to +2.
Two-FistedNovice, Agility d8Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
Two-Gun KidNovice, Agility d8Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.

Leadership Edges

EdgeRequiresSummary
CommandNovice, Smarts d6+1 to Extras’ Shaken or Stunned recovery rolls.
Command PresenceSeasoned, CommandIncrease Command Range to 10′′ (20 yards)
FervorVeteran, Spirit d8, CommandExtras in range add +1 to their Fighting damage rolls.
Hold the LineSeasoned, Smarts d8, Command+1 to Extras’ Toughness in Command Range.
InspireSeasoned, CommandOnce per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range
Natural LeaderSeasoned, Spirit d8, CommandLeadership Edges now apply to Wild Cards.
TacticianSeasoned, Smarts d8, Command, Battle d6Draw an extra Action Card each turn that may be assigned to any allied Extra (or group of Extras sharing an Action Card) in Command Range.
Master TacticianVeteran, TacticianDraw and distribute two extra Action Cards instead of one.

Power Edges

EdgeRequiresSummary
ArtificerSeasoned, ArcaneAllows user to create Arcane Devices.
ChannelingSeasoned, ArcaneReduce Power Point cost by 1 with a raise on the activation roll.
ConcentrationSeasoned, ArcaneDouble Duration of non-Instant powers.
Extra EffortSeasoned, Arcane (Gifted), Focus d6Increase Focus by +1 for 1 Power Point or +2 for 3 Power Points.
GadgeteerSeasoned, Arcane (Weird Science),Weird Science d6Spend 3 Power Points to create a device that replicates another power.
Holy/Unholy WarriorSeasoned, Arcane (Miracles), Faith d6Add +1 to +4 to Soak rolls for each Power Point spent.
MentalistSeasoned, Arcane (Psionics), Psionics d6+2 to opposed Psionics rolls.
New PowersNovice, ArcaneYour character knows two new powers.
Power PointsNovice, ArcaneGain 5 additional Power Points, no more than once per Rank.
Power SurgeWild Card, Novice, Arcane, arcane skill d8Recover 10 Power Points when dealt a Joker in combat.
Rapid RechargeSeasoned, Sp d6, ArcaneRecover 10 Power Points per hour.
Improved Rapid RechargeVeteran, Rapid RechargeRecover 20 Power Points per hour.
WizardSeasoned, Arcane (Magic), Spellcasting d6Spend 1 extra Power Point to change a spell’s Trapping.

Professional Edges

EdgeRequiresSummary
AceNovice, Agility d8Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
AcrobatNovice, Agility d8, Athletics d8Free reroll on acrobatic Athletics attempts.
Combat AcrobatSeasoned, Acrobat−1 to hit with ranged and melee attacks.
AgentNovice, Smarts d8, Fighting d6, Occult d6, Shooting d6Secretive agent working to root out sedition, corruption, etc.
AssassinNovice, Agility d8, Fighting d6, Stealth d8+2 to damage foes when Vulnerable or assassin has The Drop.
Born in the SaddleNovice, Agility d8, Riding d6Free reroll on Riding rolls. On a horse, +2 Pace, +1 die running.
Card SharpNovice, Gambling d6One free reroll when Gambling.
GutsNovice, Spirit d6Free reroll when making Fear checks.
InvestigatorNovice, Smarts d8, Research d8+2 to Research and certain types of Notice rolls.
Jack-of-all-TradesNovice, Smarts d10Gain d4 in a skill (or d6 with a raise) until replaced.
McGyverNovice, Smarts d6, Repair d6, Notice d8Quickly create improvised devices from scraps.
Mr. Fix ItNovice, Repair d8+2 to Repair rolls, half the time required with a raise.
ScholarNovice, Research d8+2 to any one “knowledge” skill.
ScoutSeasoned, WoodsmanNotice -2 to detect danger travelling. Always alert vs. Stealth. Ignore 2 pts penalties on Survival. +2 to Common Knowledge around landmarks, people.
SoldierNovice, Strength d6, Vigor d6Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
Tale-TellerNovice, Performance/Persuasion d8+2 to lower local Fear Level, when successful with raise earn a Conviction.
Territorial RangerNovice, Vigor d6, Fighting d6, Intimidation d6, Riding d6, Shooting d6, Survival d4Police the territories, hunting criminals. (See DL p73).
ThiefNovice, Agility d8, Stealth d6, Thievery d6+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
US MarshalNovice, Fighting d4, Riding d4, Shooting d4, Trade (Law) d4Policing authority throughout the US.
WoodsmanNovice, Spirit d6, Survival d8+2 to Survival and Stealth in the wilds.

Agent Edges

EdgeRequiresSummary
Agency PromotionSeasoned, AgentIncrease Grade, with pay raise and greater Favors.
Man of a Thousand FacesSeasoned, Agent, Performance d8+2 Performance to impersonate.

Blessed Edges

EdgeRequiresSummary
True BelieverNovice, Spirit d10, Arcane (Blessed), Faith d6Free reroll on Faith rolls.
FlockVeteran, Arcane (Blessed), Persuasion d8Gain five followers.

Chi Master Edges

EdgeRequiresSummary
Superior Kung FuNovice, Spirit d6, Arcane (Chi Master), Fighting d8Choose a fighting style (DL p58).
Celestial Kung FuVeteran, Spirit d8, Superior Kung Fu, Fighting d10May assume two styles at once.

Ranger Edges

EdgeRequiresSummary
Ranger PromotionSeasoned, Territorial RangerPromotion with increased pay and equipment.
Like an OakVeteran, Grit, Territorial RangerNearby allies negate up to 2 points of Fear penalties.

Social Edges

EdgeRequiresSummary
BolsterNovice, Spirit d8May remove Distracted or Vulnerable state after a Test.
Common BondWild Card, Novice, Spirit d8The hero may freely give her Bennies to others.
ConnectionsNoviceContacts provide aid or other favors once per session.
HumiliateNovice, Taunt d8Free reroll when making Taunt rolls.
MenacingNovice, See Text+2 to Intimidation.
ProvokeNovice, Taunt d6May “provoke” foes with a raise on a Taunt roll. See text.
Rabble-RouserSeasoned, Spirit d8Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.
ReliableNovice, Sp d8Free reroll when making Support rolls.
ReputationVeteranGood: free reroll on Persuasion. Bad: +2 to Intimidation.
RetortNovice, Taunt d6A raise when resisting a Taunt or Intimidation attack makes the foe Distracted.
StreetwiseNovice, Smarts d6+2 to Common Knowledge and criminal networking.
Strong WilledNovice, Spirit d8+2 to resist Smarts or Spirit-based Tests.
Iron WillSeasoned, Brave, Strong WilledThe bonus now applies to resisting and recovery from powers.
Work the RoomNovice, Spirit d8Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.
Word the CrowdSeasoned, Work the RoomAs above, but up to twice per turn.

Weird Edges

EdgeRequiresSummary
Beast BondNoviceThe hero may spend Bennies for animals under her control.
Beast MasterNovice, Spirit d8Animals like your hero and he has a pet of some sort. See text.
ChampionNovice, Spirit d8, Fighting d6+2 damage vs. supernaturally evil creatures.
ChiVigor, Martial WarriorOnce per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.
Danger SenseNoviceNotice roll at +2 to sense ambushes or similar events.
GritVeteran, Spirit d8, GutsReduces penalties to the Fear check by 2.
HarrowedWild Card, Novice, Spirit d6Reborn into unlife (DL p59).
HealerNovice, Spirit d8+2 to Healing rolls, magical or otherwise.
KnackNoviceFolklore come true. Choose a special event (DL p22).
Liquid CourageNovice, Vigor d8Alcohol increases Vigor a die type and ignores one level of Wound penalty; –1 to Agility, Smarts, and related skills.
ScavengerNovice, LuckMay find a needed item once per encounter.

Harrowed Edges

Harrowed EdgeRequiresSummary
BurrowNovice, HarrowedCan burrow through raw earth, at half Pace.
Cat EyesNovice, HarrowedGlowing eyes negate Dim and Dark penalties.
Improved Cat EyesSeasoned, Cat Eyes, HarrowedIgnored all penalties for lighting.
Charnel BreathSeasoned, HarrowedCan wretch up and expel decay.
Chill o’ the GraveSeasoned, HarrowedRadiates icy death chill around them.
ClawsNovice, HarrowedGain sharp claws (Str+d6 damage).
Improved ClawsVeteran, Claws, HarrowedClaws inflict Str+d8 damage, AP 2.
ContortionHeroic, HarrowedCan dislocate and contort its body.
Dead Man’s HandVeteran, HarrowedCan control severed parts of its body.
Dead ReckoningNovice, HarrowedCan sense the direction of any corpses within a mile.
Death MaskNovice, Harrowed, Persuasion d6Can appear as living, as an illusion.
Devil’s TouchSeasoned, HarrowedCan disrupt working Infernal devices.
Fast as DeathNovice, HarrowedIncreases Pace by 3, and +1 die running.
GhostHeroic, HarrowedCan become incorporeal at will.
HellfireHeroic, HarrowedAttack with Athletics in a cone, 3d6 damage.
Hell SteedVeteran, HarrowedSummons a supernatural horse.
ImplacableHeroic, HarrowedCan take an extra Wound before being Incapacitated.
InfestNovice, HarrowedCan control swarms of biting and stinging insects.
MimicLegendary, HarrowedCan use a supernatural ability used near them.
NightmaresVeteran, HarrowedCan torment targets with terrible dreams.
PossessionVeteran, HarrowedCan control someone else’s body.
Rigor MortisHeroic, HarrowedCan inflict debilitating pain to nearby targets.
Silent as a CorpseSeasoned, Harrowed, Stealth d8Can move without making a sound.
Sleep o’ the DeadSeasoned, HarrowedCan send targets to sleep.
Soul EaterVeteran, HarrowedMay heal Wounds on succeessful Fighting attacks.
Speak with the DeadSeasoned, HarrowedCan communicate with a cadaver’s soul.
SpiderSeasoned, HarrowedCan move across vertical surfaces.
Spirit SightSeasoned, HarrowedCan tap into and view the spirit world.
Spiritual BarbwireVeteran, HarrowedCan create a barrier that keeps out ethereal entities.
SpookNovice, HarrowedCan force a target to make a Fear check at -2.
Stitchin’Novice, HarrowedCan make a natural healing roll every day.
Supernatural AttributeNovice, HarrowedImprove an attribute by two die types.
Improved Stitchin’Veteran, Harrowed, Stitchin’As above, but roll every hour.
Trackin’ TeethSeasoned, HarrowedCan keep track of parts of its body, up to 10 miles away.
Improved Trackin’ TeethHeroic, Harrowed, Trackin’ TeethPiece can be tracked up to 100 miles away.
Unholy HostLegendary, HarrowedGains allied undead Extras.
WitherNovice, HarrowedCan unnaturally age a target.

Huckster Edges

EdgeRequiresSummary
HexslingingSeasoned, Arcane (Huckster), Shooting d8Gain ammo whammy, can create “hex guns”.
High RollerSeasoned, Spirit d8, Arcane (Huckster), Spellcasting d6Draw an extra card when Dealing with the Devil.
Improved High RollerVeteran, High RollerDraw two cards when Dealing with the Devil.
Old HandHeroic, Arcane (Huckster), Spellcasting d10Discard up to three cards and redraw when Dealing with the Devil.
Whateley BloodNovice, Arcane (Huckster)Learned blood magic, suffer Fatigue or a Wound to gain Power Points.

Mad Scientist Edges

EdgeRequiresSummary
AlchemySeasoned, Arcane (Mad Scientist), Weird Science d8Can create up to three potions or elixirs.
Iron BoundNovice, Arcane (Mad Scientist)Apprenticed, starts with infernal devices.
Metal MageNovice, Arcane (Mad Scientist), Occult d6, Weird Science d8Can Deal with the Devil.
Ore EaterNovice, Arcane (Mad Scientist), Weird Science d6Gain 5 PP, eats ghost rock, connected to the Hunting Grounds.
True GeniusNovice, Smarts d8, Arcane (Mad Scientist)Can spend a Benny to force a reroll on Madness os Malfunction tables.

Shaman Edges

EdgeRequiresSummary
FetishNovice, Arcane (Shaman), Faith d8Has a device to focus with. Grants one free reroll on Faith.
Spirit’s FavorSeasoned, Arcane (Shaman), Faith d8May cast a chosen power without Multi-Action penalty.

Voodooist Edges

EdgeRequiresSummary
Been to the CrossroadsNovice, Spirit d8, Arcane (Voodooist), Faith d8Free reroll on Faith rolls.
FavoredSeasoned, Spirit d8, Arcane (Voodooist), Faith d8Makes loa powers cost 3 PP instead of 5.

Witch Edges

EdgeRequiresSummary
FamiliarNovice, Arcane (Witch), Spellcasting d8Gain a small creature that serves her.
Wichita WitchNovice, Arcane (Witch), Spellcasting d8Trained in manipulation. +1 to Intimidation, Persuasion.

Legendary Edges

EdgeRequiresSummary
Below a Pale Horse…LegendaryThe character has a faithful horse, with statistics for a war horse, Fearless, and Danger Sense. It’s a Wild Card and starts each session with two Bennies.
DamnedWild Card, Legendary, Spirit d6, ReputationWhen killed, the character returns from the grave as a Harrowed (DL p60).
Fast as LightningLegendary, Agility d10, QuickThe character gets a fourth action. Increases max Multi-Action penalty to -6.
FollowersWild Card, LegendaryThe hero has five followers.
ProfessionalLegendary, Max TraitThe character’s Trait and its limit increases one step.
ExpertLegendary, Professional in TraitThe character’s Trait and its limit increases one step.
MasterWC, Legendary, Expert in TraitThe character’s Wild Die is a d10 with a chosen Trait.
Right Hand of the DevilLegendary, Trademark Weapon, Shooting, Fighting, or Athletics d10Extra (highest) damage die placed on the character’s favored weapon.
SidekickWild Card, LegendaryThe character gains a Wild Card sidekick.
Tough as NailsLegendary, Vigor d8The hero can take four Wounds before being Incapacitated.
Tougher than NailsLegendary, Tough as Nails, Vigor d12The hero can take five Wounds before being Incapacitated.
True GritLegendary, Spirit d10, GritIgnores all penalties when making Fear checks, and if failed, one free reroll on Fear Effects.
Weapon MasterLegendary, Fighting d12Parry increases by +1 and Fighting bonus damage die is d8.
Master of ArmsLegendary, Weapon MasterParry increases another +1 and Fighting bonus damage die is d10.